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Hippopotamus

This lumbering bull hippopotamus lunges out of the water and yawns wide, displaying an impressive set of tusk-like teeth.

Hippopotamus CR 5

XP 1,600
N Large animal
Init
+4; Senses low-light vision, scent; Perception +8

DEFENSE

AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp
59 (7d8+28)
Fort
+8 (+10 vs. nonmagical disease), Ref +5, Will +3
Defensive Abilities sweat

OFFENSE

Speed 40 ft.
Melee
bite +8 (2d8+6)
Space
10 ft.; Reach 5 ft.
Special Attacks capsize, trample (1d8+6, DC 17)

STATISTICS

Str 19, Dex 10, Con 16, Int 2, Wis 13, Cha 5
Base Atk
+5; CMB +10; CMD 20 (24 vs. trip)
Feats
Endurance, Imp. Initiative, Power Attack, Skill Focus (Perception)
Skills
Perception +8, Stealth +1 (+11 underwater), Swim +11; Racial Modifiers +10 Stealth underwater
SQ
hold breath

SPECIAL ABILITIES

Capsize (Ex)

A hippopotamus can overturn a boat of its size or Smaller by ramming it as a charge attack and making a CMB check. The DC of this check is 25 or the result of the boat captain’s Profession (sailor) check, whichever is higher.

Sweat (Ex)

A hippo’s reddish sweat protects it from nonlethal damage from hot environments, and grants it a +2 racial bonus on saving throws against nonmagical disease.

Hippo Companions

Starting Statistics: Size Medium; Speed 40 ft.; AC +6 natural armor; Attack bite (1d8); Ability Scores Str 11, Dex 12, Con 12, Int 2, Wis 13, Cha 5; Special Qualities low-light vision, scent, sweat.

7th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (2d8); Ability Scores Str +8, Dex –2, Con +4; Special Ability trample.